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Editing 40d Talk:Biome
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:However, this kind of "uniformity tweak" often results in infinite map rejections - turn on map rejection logging, and if you get a bunch of rejections see what they are, and zero out the demands for the listed biomes or traits. The defaults don't seem to demand any glacier or tundra, so I don't ''think'' all-tropical will be a problem. | :However, this kind of "uniformity tweak" often results in infinite map rejections - turn on map rejection logging, and if you get a bunch of rejections see what they are, and zero out the demands for the listed biomes or traits. The defaults don't seem to demand any glacier or tundra, so I don't ''think'' all-tropical will be a problem. | ||
:Searching for High Temperature should find any tropical biomes that did gen. [[User:Darekun|Darekun]] 03:46, 27 June 2009 (UTC) | :Searching for High Temperature should find any tropical biomes that did gen. [[User:Darekun|Darekun]] 03:46, 27 June 2009 (UTC) | ||
− | ::Map rejections are most always easily dealt with simply by turning off the minimum/maximum of most of the "total # of x" options (only thing that I can't get around is having to make mountains for dwarven civs). As for tropical I'm honestly not sure if it's temperature dependent. It should be, but I'd need to test it | + | ::Map rejections are most always easily dealt with simply by turning off the minimum/maximum of most of the "total # of x" options (only thing that I can't get around is having to make mountains for dwarven civs). As for tropical I'm honestly not sure if it's temperature dependent. It should be, but I'd need to test it [[User:Greep|Greep]] 08:18, 27 June 2009 (UTC) |
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